Giles.floydub17_ESO wrote: »@danielpatrickkeaneub17_ESO
The games design isn't that simple so making set bonuses as you suggested won't do anything for balance.
More important, it's boring.
The damage numbers on Proc sets are not the problem. The problem is when proc sets STACK and cause a huge amount of burst damage. Rounding off the numbers would change nothing.
The main issue is they do the same balance for PvE and PvP. This game will never resemble anything close to balanced as long as that continues.
failkiwib16_ESO wrote: »Dear Brotato L2P, I gave you an insightful
Now to the issue, the damage types of this game vary a lot, and certain buffs only work on certain types of damage ....
Elemental Drain only works when the enemy is hit with elemental type of damage. That would put a whole new level of balancing problems for Magicka Damage users compared to Elemental Damage users, then we have the other types of damage... so having a bit different DPS numbers is a good thing for balance.
I don't know about the round-up or round-down thing, I don't see it as an issue. Would it help some of the lag issues, I will happily accept itplskthx
danielpatrickkeaneub17_ESO wrote: »I'm no expert on that ability. Is there a stamina equivalent? If so that's a good starting point.
The main issue is they do the same balance for PvE and PvP. This game will never resemble anything close to balanced as long as that continues.
danielpatrickkeaneub17_ESO wrote: »The main issue is they do the same balance for PvE and PvP. This game will never resemble anything close to balanced as long as that continues.
But making all of the numbers similar is a great starting point. Why does Hundings Rage do 300 weapon damage but Julianos does 299 spell damage? That's just stupid. It's like they arbitrarily pick numbers out of the air based upon a dart throw.
Even the upgrade material numbers make no sense. Make green 100 points better than white, blue 100 more than green etc.
Balance would be much more close to reality if the numbers were uniform.
Drummerx04 wrote: »OP, your OCD is showing. I see no bearing on round numbers and balance. There are enough sets in the game with such varied proc abilities that you can't just make them all have the same cooldown.
Like the lich set for instance. When it procs it provides a crapload of regen, but how do you balance that against tremorscale by using the same cooldowns since the effects are completely different?
Drummerx04 wrote: »OP, your OCD is showing. I see no bearing on round numbers and balance. There are enough sets in the game with such varied proc abilities that you can't just make them all have the same cooldown.
Like the lich set for instance. When it procs it provides a crapload of regen, but how do you balance that against tremorscale by using the same cooldowns since the effects are completely different?
May I ask how round numbers = balance?
The thing about game design is there's variables. The only way to truly have balance would be for every ability to hit for exactly the same damage and to have all sets have exactly the same nunbers.
And even then some people around here would still shout about nerfing something or other.
Rune_Relic wrote: »Depends if you want them to hit like dots or burst......with a cooldown or cycle time
Its the DPS that you need to balance not the DPH
RNG DOT
1000 damage @ 100% chance every 1s for 3s with 5s cooldown
1000 * 1 * 3 / 5 = 600dps gross
RNG Burst
30000 damage @ 10% chance every 1s for 1s with 5s cooldown
30000 * 0.1 * 1 / 5 = 600dps gross
Burst
3000 damage @ 100% chance every 1s for 1s with 5s cooldown
3000 * 1 * 1 / 5 = 600dps gross
DOT
600 damage @ 100% chance every 1s for 5s with 5s cooldown
600 * 1 * 5 / 5 = 600dps gross
Rune_Relic wrote: »Depends if you want them to hit like dots or burst......with a cooldown or cycle time
Its the DPS that you need to balance not the DPH
RNG DOT
1000 damage @ 100% chance every 1s for 3s with 5s cooldown
1000 * 1 * 3 / 5 = 600dps gross
RNG Burst
30000 damage @ 10% chance every 1s for 1s with 5s cooldown
30000 * 0.1 * 1 / 5 = 600dps gross
Burst
3000 damage @ 100% chance every 1s for 1s with 5s cooldown
3000 * 1 * 1 / 5 = 600dps gross
DOT
600 damage @ 100% chance every 1s for 5s with 5s cooldown
600 * 1 * 5 / 5 = 600dps gross
Rune_Relic wrote: »LOL.
Anyway...I think the idea is they can have all available combinations, to enable 100s of unique sets.
Its a big list of possibilities but still finite and enables growth or new unique sets:
Health 1064
Stamina 967
Magicka 967
Health Regen 129
Stamina Regen 129
Magicka Regen 129
Weapon damage 129
Physical Resistance 1935
Spell Damage 129
Spell Resistance 1935
Weapon Crit 688
Weapon Crit Resist ?
Spell Crit 688
Spell Crit Resist ?
etc..
I guess at some point every combo will be available....so perfect balance for any build in regard 1-4pc bonus.
Whether the 5th pc will all be balanced in another matter.
I find it fascinating the way everything is equated with specific values
129 recovery vs 129 damage
There used to be proportional relationships with every attribute at every gear level.
Drummerx04 wrote: »Rune_Relic wrote: »Depends if you want them to hit like dots or burst......with a cooldown or cycle time
Its the DPS that you need to balance not the DPH
RNG DOT
1000 damage @ 100% chance every 1s for 3s with 5s cooldown
1000 * 1 * 3 / 5 = 600dps gross
RNG Burst
30000 damage @ 10% chance every 1s for 1s with 5s cooldown
30000 * 0.1 * 1 / 5 = 600dps gross
Burst
3000 damage @ 100% chance every 1s for 1s with 5s cooldown
3000 * 1 * 1 / 5 = 600dps gross
DOT
600 damage @ 100% chance every 1s for 5s with 5s cooldown
600 * 1 * 5 / 5 = 600dps gross
Well... The issue that most people have with balance - especially pvp balance - is what you have labeled RNG Burst. 30k instantaneous damage that occurs randomly no more than once every 5 seconds. This is effectively what we have in pvp right now with stacking set damage procs, so while each combo yield effectively the same dps for a boss fight in a group dungeon, in pvp the RNG burst would be absolutely lethal to everyone not in full tank spec.
This is why people are complaining about the state of pvp. The set procs can get way out of hand, especially considering that people can stack 3 damaging sets like velidreth+viper+widowmaker(which procs of of a poison for even more damage).
Drummerx04 wrote: »Rune_Relic wrote: »Depends if you want them to hit like dots or burst......with a cooldown or cycle time
Its the DPS that you need to balance not the DPH
RNG DOT
1000 damage @ 100% chance every 1s for 3s with 5s cooldown
1000 * 1 * 3 / 5 = 600dps gross
RNG Burst
30000 damage @ 10% chance every 1s for 1s with 5s cooldown
30000 * 0.1 * 1 / 5 = 600dps gross
Burst
3000 damage @ 100% chance every 1s for 1s with 5s cooldown
3000 * 1 * 1 / 5 = 600dps gross
DOT
600 damage @ 100% chance every 1s for 5s with 5s cooldown
600 * 1 * 5 / 5 = 600dps gross
Well... The issue that most people have with balance - especially pvp balance - is what you have labeled RNG Burst. 30k instantaneous damage that occurs randomly no more than once every 5 seconds. This is effectively what we have in pvp right now with stacking set damage procs, so while each combo yield effectively the same dps for a boss fight in a group dungeon, in pvp the RNG burst would be absolutely lethal to everyone not in full tank spec.
This is why people are complaining about the state of pvp. The set procs can get way out of hand, especially considering that people can stack 3 damaging sets like velidreth+viper+widowmaker(which procs of of a poison for even more damage).
danielpatrickkeaneub17_ESO wrote: »Rune_Relic wrote: »LOL.
Anyway...I think the idea is they can have all available combinations, to enable 100s of unique sets.
Its a big list of possibilities but still finite and enables growth or new unique sets:
Health 1064
Stamina 967
Magicka 967
Health Regen 129
Stamina Regen 129
Magicka Regen 129
Weapon damage 129
Physical Resistance 1935
Spell Damage 129
Spell Resistance 1935
Weapon Crit 688
Weapon Crit Resist ?
Spell Crit 688
Spell Crit Resist ?
etc..
I guess at some point every combo will be available....so perfect balance for any build in regard 1-4pc bonus.
Whether the 5th pc will all be balanced in another matter.
I find it fascinating the way everything is equated with specific values
129 recovery vs 129 damage
There used to be proportional relationships with every attribute at every gear level.
Thanks for putting those numbers out there. One would think that to ZOS 129 recovery = 129 damage = 1064 health = 967 stamina etc.
If we went with what I was suggesting and changed 1064 health to 1000 health that would be lowering it to 93.984% of its value. To keep my head from exploding let's call that 94%. If everything was 94% of its value you would have 121 damage and recovery and 908 Magicka/Stamina.
While it's quite OCD of me, it just boggles my mind that the developers thought this was a good set of base numbers to build off of.
"Hey Lambert! I I think health is a bit weaker of a stat than stamina. I got it at 1000 now. What do you think we should set stamina to?"
"C'mon. Clearly it should be 908."
"Obviously."